/Engine/Plugins/Runtime/CableComponent/Source/CableComponent/Classes/CableComponent.h
Component that allows you to specify custom triangle mesh geometry
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(HideCategories=(Object, Physics, Activation, "Components|Activation"), EditInlineNew, Meta=(BlueprintSpawnableComponent), ClassGroup=Rendering) class UCableComponent : public [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent)
FComponentRefer...
AttachEndTo
Actor or Component that the defines the end position of the cable
FName
AttachEndToSocketName
Socket name on the AttachEndTo component to attach to
bool
bAttachEnd
Should we fix the end to something (using AttachEndTo and EndLocation), or leave it free.
bool
bAttachStart
Should we fix the start to something, or leave it free.
bool
bEnableCollision
EXPERIMENTAL.
bool
bEnableStiffness
Add stiffness constraints to cable.
bool
bSkipCableUpdateWhenNotOwnerRecentlyRendered
bool
bSkipCableUpdateWhenNotVisible
bool
bUseSubstepping
When false, will still wait for SubstepTime to elapse before updating, but will only run the cable simulation once using all of accumulated simulation time
FVector
CableForce
Force vector (world space) applied to all particles in cable.
float
CableGravityScale
Scaling applied to world gravity affecting this cable.
float
CableLength
Rest length of the cable
float
CableWidth
How wide the cable geometry is
float
CollisionFriction
If collision is enabled, control how much sliding friction is applied when cable is in contact.
FVector
EndLocation
End location of cable, relative to AttachEndTo (or AttachEndToSocketName) if specified, otherwise relative to cable component.
int32
NumSegments
How many segments the cable has
int32
NumSides
Number of sides of the cable geometry
int32
SolverIterations
The number of solver iterations controls how 'stiff' the cable is
float
SubstepTime
Controls the simulation substep time for the cable
float
TileMaterial
How many times to repeat the material along the length of the cable